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I love the artstyle, and the way the background seems to move with you. The way the color of the world changes when you pick up colors is very neat. I can tell you spent a while polishing the game.  The map is a cool idea, letting you know what's coming up and choose in advance what path to take; that is a double edged sword though as it can prevent players from exploring. I like that you added the check points as that minimizes the impact of deaths. The only thing i found annoying was that the hitbox on the spikes was very big; I think the spikes should only kill you if you fall on them, not if you touch them from the side. I died too many times from standing a bit too close next to spikes. With that being said I loved the world and platforming elements in general. I haven't finished the game yet, so I might be wrong, but I think it's lacking the backtracking aspects of metroidvanias. All in all still a very fun experience, keep up the great work!

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Thank you very much for your feedback, i will change the hitboxes as you suggested, and for the minimap i already disabled it in the hardcore mode, like in the first there were only hardcore mode, but then my friends said it is so hard so added the easy mode with the minimap

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I updated the game, and made it like the photo attached,

so, is it ok like this? 

you can download the new update and then move the save file from the old one to the new one and continue your game, 

the save file is in 

(the games path)\Mike And the Color Adventure_Data\Resources


yes I think this is already a lot better. I just replayed the whole game (finished in 582 seconds), and I can I only die now when the character sprite is inside the spikes which makes more sense in my opinion. Very cool concept, I think you have a good base for an original game if you add more lore as to why the colors are missing from the world and maybe attach some power-ups to each color to give it a more metroidvania feel (if that's the direction you want). Also, timer was a nice addition :D. 

thank you so much for ur feedback it really encourages me alot, about the lore i thought of like the player was actually inside an advanced computer device, but a hacker infected it with a virus wich resulted in destroying the the coloring system in the device, but the device doesn't have like a self backup or something, so it needed some external source to fix it for the computer, so the computer created this simulation, and this world wasn't real but inside the computer, and the player is the external source and all of this will be explained after the player collects all the colors, (in a convo between the player and the system), and thats the end of part 1, i thought about part 2 (the player tries to erase the virus permanently from the "root" of the system), and part 3(the player travels to the device of the hacker), (the player is just some bits btw, so thats why it can travel).

And also these are the current improvements i will do before makeing the story,

1, more sounds

2,make the parallex background have vertical factor, 

3,make effects when collecting orbs or taking checkpoints,

4, make some cutscenes


Do you have any other improvements? 🙂

(I will not do anything of this before a month later as i have exams currently 😅🥲)

And also did u try the hardcore mode? 🙂, There is more new 2 types of traps 🙂

And also if you got any trap ideas and wants to share it with me it would help me alot (both in hardcore and easy mode if you have )

And thank you alot, I'm sooo happy having someone playing the game and enjoying it 🥰

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I love the idea of the lore you proposed. It's a very cool concept. Look up OneShot if you don't know it, it has a similar idea (I don't wanna spoil hehe) and I think you can take some inspiration from it. 

I do not have any more feedback. I haven't tried hardcore mode yet either, but it's nice that you added 2 more trap types there. I'm trying to play the other submissions as well so I will try to come back to hardcore mode when I have time. I would say generally for traps you want to add a variety in terms of how the player will interact with it. For eg lava pits and spike pits are very similar mechanically: the player just has to jump over them. A trap that shoots bullets at you on the other hand can require more complex interaction depending on where the shot comes from/how fast it is. I did not see the 2 trap types you added in hardcore mode so I can't give more specific examples, but the point still holds generally speaking. I think the way you used spikes is good because in many instances it requires careful thinking when navigating them. Maybe you can build more on the wall jump mechanic and add spikes on walls that the player has to jump over. 

I'm still very much a beginner, so take my opinion with a grain of salt :D. Anyway cool game! 

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Thank you ❤️